# Simple Tools This package contains simple tools to use in your project. This package will be updated once I find another useful tool or someone suggest me one. ## Features - **AudioManager** with Play, Pause and most of the other basic things, as well as some effects like FadeIn or FadeOut. - Some Cinemachine tools for making a **camera trigger** and an easy way for creating a **screen shake camera.** - Basic **dialogue system** that works with TextMeshPro. - Basic menu with **music and SFX sliders** as well as **resolution and quality dropdowns.** - An **object pooler** with the ability to create pools with an undetermined size. - A basic **scene manager** with a loading screen with progress bar. - A **timer** that is displayed inside a TextMeshPro object. All of that comes with some editor menu items for creating all of that as fast as possible. ## How to install First install the TextMeshPro and Cinemachine into your Unity project ### Git Installation (Best way to get latest version) If you have git in your computer, you can open Package Manager inside Unity, select "Add package from Git url...", and paste link [https://github.com/GerardGascon/SimpleTools.git](https://github.com/GerardGascon/SimpleTools.git) or Open the manifest.json file of your Unity project. Add "com.geri.simpletools": "[https://github.com/GerardGascon/SimpleTools.git](https://github.com/GerardGascon/SimpleTools.git)" ### Manual Installation Download latest package from the Release section Import SimpleTools.unitypackage to your Unity Project ## Usage ### AudioManager ```csharp AudioManager.instance.Play("Name"); //Plays the sound with that name AudioManager.instance.Play("Name", 1f); //Starts playing the sound "Name" in 1 second AudioManager.instance.PlayOneShot("Name"); //Plays one shot of that sound (Useful for repeated sounds) AudioManager.instance.PlayWithIntro("Intro", "Loop"); //Plays the intro and then the loop AudioManager.instance.Pause("Name"); //Pauses the sound AudioManager.instance.UnPause("Name"); //Unpauses the sound AudioManager.instance.Stop("Name"); //Stops the sound AudioManager.instance.StopAll(); //Stops all the sounds that are being played AudioManager.instance.GetSource("Name"); //Gets the AudioSource with that name AudioManager.instance.FadeIn("Name", 1f); //Fade In the source with a specific duration AudioManager.instance.FadeOut("Name", 1f); //Fade Out the source with a specific duration AudioManager.instance.PlayMuted("Name"); //Play a sound muted AudioManager.instance.FadeMutedIn("Name", 1f); //Fade In a muted sound with a specific duration AudioManager.instance.FadeMutedOut("Name", 1f); //Fade Out a sound without stopping it ``` ### ObjectPooler The SpawnFromPool function always return a GameObject ```csharp Pool pool; //The pool scriptable object goes here Pooler.CreatePools(pool); //Create the pool, without creating it you cannot spawn it Pool[] pools; Pooler.CreatePools(pools); //Create multiple pools Pooler.Destroy(gameObject); //Destroys a GameObject and returns it into the pool scene Pooler.SpawnFromPool("Name", Vector3.zero); //Spawns an object into a specific position Pooler.SpawnFromPool("Name", Vector3.zero, Quaternion.identity); //Spawn into a specific position and rotation Pooler.SpawnFromPool("Name", Vector3.zero, transform); //Spawn into a specific position and parent Pooler.SpawnFromPool("Name", Vector3.zero, Quaternion.identity, transform); //Spawn into a specific position, rotation and parent Pooler.SpawnFromPool("Name", Vector3.zero, transform, true); //Spawn into a specific position, parent and instantiate in worldSpace or not Pooler.SpawnFromPool("Name", Vector3.zero, Quaternion.identity, transform, true); //Spawn into a specific position, rotation, parent and instantiate in worldSpace or not ``` ### Dialogue System The Dialogue function returns a bool (true if it's talking, false if it has ended) ```csharp Dialogue dialogue; //The dialogue scriptable object goes here DialogueSystem.instance.Dialogue(dialogue); //Start/Continue the dialogue ``` ### SceneManager ```csharp Loader.Load(0); //Loads a scene with a specific build index Loader.Load("Scene"); //Loads a scene with a specific name ``` ### ScreenShake ```csharp ScreenShake.Shake(1f, .25f); //Shakes the camera with an intensity and duration ``` ### Timer ```csharp using SimpleTools.Timer; //Setup a stopwatch that updates at an unscaled time Timer timer = textMeshProText.SetupTimer(TimerType.Stopwatch, TimerUpdate.UnscaledTime); //Setup a clock Timer timer = textMeshProText.SetupTimer(TimerType.Clock, TimerUpdate.UnscaledTime); //Setup a countdown with the default time of 60 seconds Timer timer = textMeshProText.SetupTimer(TimerType.Countdown, TimerUpdate.UnscaledTime, 60f); timer.Play(); //Play or resume the timer timer.Stop(); //Pause the timer timer.ResetTimer(); //Pause and sets the time to the default one timer.Restart(); //Restarts the timer ``` ### Editor You can easily set up some things by right clicking in your Project Tab and then selecting Tools and clicking on the one you want to create. Also you can right click in the Hierarchy for easily creating some GameObjects with the Tools in it.